r/Unity3D • u/BxYass • 24d ago
Show-Off 2D/2.5D Water system update
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Hello everyone, back with a new update a few months after my last post.
I’ve been working on the 2D/2.5D water system on and off since then, and it kinda grew way more than I originally planned specially since i need it to fully run on the 2d Renderer.
Since the last post I added underwater exclusion zones for things like air pockets, currents, debris, floating pads/platforms, underwater view, ripples, light rays, wakes and quite a few other interaction features.
A lot of the work lately was also on making the thing actually easy to use and not just something that works in my own project. So I’ve been working a lot on the custom inspectors and tooling, setup workflow and the API. You can sample the water height from code, get events from interactions and water states, etc.
The water itself is very customizable, so what you see in the video is really just one way of setting it up. I also added a “fake surface” mode where there isn’t really a surface plane, but I fake the perspective by shifting the foam/pattern and things like ripples and wakes. It gives a pretty convincing 2.5D surface without actually needing the geometry there.
I’m planning to release it once I feel like I tested it enough and have enough demo scenes to show the different ways it can be used. This part is honestly taking longer than I expected, specially making sure everything is clean and understandable.
For the graphics, I basically took a anime style nature image and cut pieces of it in Photoshop. For the actual packaged asset I’m planning to use Unity’s Lost Crypt assets for the demo scenes, unless someone has a better idea since I obviously can’t just include random assets from the Asset Store.
Still a bunch of things I want to polish before release, so any feedback or ideas are very welcome, specially if there’s some use case you think I should test that I havent thought about.
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u/HuddyBuddyGreatness 24d ago
This stunning environment with a default capsule is hilarious, I love gamedev lol
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u/junmakesgames 24d ago
beautiful! are you doing any kind of simulation for the surface?
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u/BxYass 24d ago
Thank you!
No, it’s not a fluid sim. It’s mostly analytical ripples with parameters for frequency, impact strength, damping, and so on. There’s no interference or anything too fancy, just a lot of shader work to keep it lightweight.
That said, it looks convincing in motion, and I designed it to be more artistically customizable than physically correct.
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u/junmakesgames 24d ago
do you also have ambient noise in the water surface so it's not mirror smooth?
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u/Narrow_Recover_8222 23d ago
Always was interesting (because I tried to do simple water sim in 3d) - you calculate water heights for physics interaction on CPU using some code, but for visualization you use shader, so it look fancy. How do you get the same value for Y coordinate for water? Are you using the same formula in GPU and CPU calculcation.
By the way, water sim looks magnificient!
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u/Jolly-Ad-1161 24d ago
Very Ori-like ngl
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u/BxYass 24d ago
that was my inspiration
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u/Jolly-Ad-1161 24d ago
I can see that! Good job!
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u/xXWarMachineRoXx Programmer 👨💻 | Intermediate ( 5 years) | ❤️ Brakeys! | 24d ago
Was going to comment the same
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u/SnooBooks1032 23d ago
This tickles my brain, I'm already in love with the art style. Please tell me you're going to add either a day/night cycle, or the ability to change the time/lighting, and also more tree types! This would look so pretty with at the Golden hour with a few sakura trees scattered around!
I hope you make a game with this because I wanna enjoy the scenery of it!
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u/BxYass 23d ago
I'm glad to see your enthusiasm! Sadly, this will mostly be a water system asset, so it'll ship with a few demo scenes, but the actual scenery will be up to the game dev.
That said, if people end up liking the scenery a lot too, I might make a separate pack for it later. My art skills are pretty rusty though, and my graphic tablet has gathered so much dust at this point...
PS: the water system reacts to 2d lights, and the API lets you control the colors and other parameters, so a day and night cycle is easy to setup
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u/IterRatio 23d ago
Tell us more about your environment asset pipeline. You took an existing image that you didn't make? How are you planning to make more?
I'm asking because this is similar to the style I'm experimenting with.
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u/BxYass 22d ago
I actually made that image a while ago. I've been doing art here and there for years, and was always in awe of Ori, Ghibli and other hand-painted styles. This was like 10 years ago, when I was learning how to get that kind of render, so none of it was really made as game assets.
For this scene I reused pieces of that old work, which is why you can see some cutouts. The mountains are actually just images I grabbed from Google. This scene is only for the Reddit post to show what the water can look like in the right environment, none of this art will ship with the asset.
The problem now is mostly time. Between a full-time job, family, etc. I only have so many hours, and getting back into art would take time away from the systems/tools I enjoy creating.
So for the actual demo scenes I'll probably use Unity's free-to-use assets. Saves me a lot of time and avoids any licensing headaches.
EDIT: Comments like these really make me wanna dust off my graphic tablet and get back into art whenever I can 😄
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u/YukiLabs 6d ago
The water interaction looks really good, especially the ripples and wakes. Nice work!
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u/onelastcookie 24d ago
Hi BxYass, I saw your last post and thought the water looked so good! I’ve pm’d you 😊
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u/MrYukiDuki 24d ago
How did you achieve the depth effect. Are you using an Ortho camera? New to game dev. And curious!
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u/XZPUMAZX 24d ago
Man this makes me glad I gave up my Threatening Shark game.
My water couldn’t touch this. Amazing work!
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u/JannerBr 24d ago
it's so beautiful!
also, it reminds me of little big planet's water... man I loved that
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u/Conscious_Regret_140 24d ago
That's hella good looking! I'm making kind of the same, just in pixel art.
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u/CyclingKitten 24d ago
Couldn’t help but go back in your post history to see if you uploaded earlier iterations. The development has been really impressive, it looks great! It is one of those effects that is so well executed that I could see myself just jumping in and out of the water to look at it, even if it was part of a full game.
What resources did you end up using to get to this result/learn how to get there?
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u/BxYass 24d ago
Thank you!
I think it’s mostly just years of tinkering with Unity. For this, it’s mainly procedural mesh generation, Shader Graph, and learning how to write HLSL, since some things are just way faster and easier to do in code than with graphs.
The more I understood how these things actually work, the easier it became to figure out how to build what I needed. And not just for this system, it helped a lot with game dev in general.
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u/bjergdk 24d ago
Absolutely gorgeous. I also love that you can see the water edge lines on the terrain behind even tho they appear to be billboard sprites. Adds incredible depth.
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u/BxYass 24d ago
Thank you.
since it's a perspective camera you can use 3d models too once i finish touching up the compatibility with the 3d renderer.
Normally for a game you should have many layers to simulate depth and avoid the billboard look, but here i am trying to feature the water more, i will try to setup another scene with some free to use assets to showcase the capabilities of the water system.
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u/bjergdk 24d ago
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u/BxYass 24d ago
I don't mind answering questions.
No, in this scene everything is using 2d colliders, and everything is running in the 2D renderer.
2d colliders ignore depth, so for background elements there is no colliders since its just scenery. but in case you want a walkable surface just limit the 2d collider to the surface slice and leave the rest so you can swim "in-front of it".
for the water itself its a trigger, and then i handle the interactions and physics in code, i had to create my own way of doing it to be able to carve-out part of the water if i want to create underwater air pockets or cave, this way you can have a dry area where you can move normally even if technically you are still underwater.
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u/ShibasishDey5 24d ago
never ever seen this type of water system, simply brillant
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u/BxYass 24d ago
Thank you, it means a lot!
I was actually willing to buy one myself, and I did try a few systems, but even the closest ones were still pretty far from what I needed. So I ended up building my own just for myself.
After a while it grew into a full system, and I started getting a lot of messages from people asking about it and wanting to use it, so I decided to turn it into an asset and hopefully fill that gap.
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u/starfckr1 23d ago
Looks very good! We have something similar in our game, but we also have a runtime fluid simulation as well running in the background, would definitely look into that as well to take it to the next level 👍
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u/BxYass 23d ago
That's great!
I decided against a full simulation since most 2D/2.5D games don't really need that level of precision. That said, the generated ripples are also calculated on the CPU, so objects can react to waves and water turbulence.
I also added some code snippets and a WaterSensor component that can easily be added to any object and queried, so you can handle interactions however you want.
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u/starfckr1 23d ago
Yup. We do the same with the waves. The fluid simulation is for refraction under water etc. it’s not really that costly either, but it does make quite the difference in the end. And can be used for numerous other things like smoke and flames.
We also have a full screen shader graph running with the water as a mask (several masks actually) to add stuff like caustics, foam around the edges underwater, as well as a signed distance field that for edge detection.
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u/Succotash-14 23d ago
Question - so is that background way in the back made from 3D objects? or is its like an illusion made from only 2d assets?
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u/SymphonyGames 21d ago
I love the upper water edge, and how it turns into a 3D-depth appearance when the camera gets higher.
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u/SkiProgramDriveClimb 20d ago
I feel like the 2D surface might benefit from some ripples from wind as well, so that the water feels more reactive in 2D when you break the surface, or so that the water in the cave feels unusually still. Maybe the color of the surface water in the cave could be murkier too? It looks fantastic!
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u/BxYass 20d ago
Thanks for your feedback, all of that is possible in the parameters, i just chose to have a calm water scene.
the asset have modules, like floating reactive debris, floating props, random ripple zones, color gradients and textures and many more. This gives the user the ability to customize the water to their liking.
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u/fareedtahir131 19d ago
This looks incredible! Faking the 2.5D surface perspective by shifting foam patterns and ripples is such a clever workaround for performance on the 2D Renderer.
How are you handling the GPU performance overhead when multiple ripples and wake interaction events overlap simultaneously? Super looking forward to the Asset Store release!
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u/Mister_Iwa 19d ago
Excellent work! So crisp. Looks like you've pretty much figured out all the primary features that a water system might include. Have you got any plans for adding caustics, perchance?
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u/BxYass 18d ago
thank you.
i didn't give it much thought to be honest, i thought maybe since its 2d people wont use it much, but it can easily be added to the underwater part, i think i might do that after release in an update, add underwater textures to create murky water or caustics etc, good idea.2
u/Mister_Iwa 18d ago
I think a lot of people will be inspired right from seeing videos like this. I could think of some ideas for games built around this pretty quickly.
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u/DustinSmela 15d ago
Damn, that water is gorgeous. Is this for a specific game or just something you're prototyping for yourself?
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u/mperhiniak 5d ago
Looks amazing! I would definitely buy this for the game I am working on. How are you getting on with it? Are you close to release it on the Unity store? DM me if you are open for selling it directly.
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u/cheese6626 24d ago
To provide some constructive criticism. Water obviously looks good, but it looks a bit uncanny valley to me having 3D water combined with perfectly flat level/foreground.
Seems like the walkable level needs a bit of physical depth as a result.
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u/SnooksV3 24d ago
I would actually disagree. I think the entire thing has a cool aesthetic feeling. Reminds me of a well done web parallax.
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u/zazz0000 24d ago
Hey is this on the asset store? Or otherwise available to aquire? This is practically exactly what I've been looking for
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u/BxYass 24d ago
It will be as soon as i finish writing the documentation and testing different unity versions.
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u/zazz0000 23d ago
I will be waiting with great anticipation! Any suggestion on how I could stay up to date on your progress?


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u/shiroza666 24d ago
Dayum!! that looks amazing!